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Deep Shadow Mapping

Deep Shadow Mapping. Ansh Bahri Sandeep Thippeswamy Sohil Himanish Anuja Chandorkar. CS 580 Final Project Group 24. Deep Shadow Maps. Without self-shadowing. With self-shadowing. Traditional Shadow Maps.

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Deep Shadow Mapping

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  1. Deep Shadow Mapping Ansh Bahri Sandeep Thippeswamy Sohil Himanish Anuja Chandorkar CS 580 Final Project Group 24

  2. Deep Shadow Maps Without self-shadowing With self-shadowing

  3. Traditional Shadow Maps • depth values from the light source’s point of view are stored for each point in the scene • when objects are rendered individually, their visibility is determined by comparing their depth values to corresponding depth map values • Higher quality images require • Percentage closer filtering - multiple shadow map comparisons are made per pixel and averaged together.

  4. Advantages Renders large objects well Stores only one depth value per pixel Disadvantages Poorly renders highly detailed geometries like fur and hair Produces artifacts, especially in animation Rendering time and memory allocation for detailed renders rapidly increase due to super sampling

  5. Deep Shadow Maps • because accurate self-shadowing is so important, rendering hair,furand smoke is difficult. • in traditional Shadow Maps, inadequate sampling results in artifacts(sparkling) in animation. • Deep shadow maps • Construct a continuous visibility function at each pixel that records the approximate amount of light that passes through the pixel to each depth • shadow maps: • depth value / pixel • deep shadow maps: • visibility function / pixel

  6. Deep Shadow Maps • A deep shadow map is a rectangular array of pixels in which every pixel stores a visibility function. • Transmittance function The fraction of light that penetrates to a given depth z is known as the transmittance • Visibility function Visibility function for a given depth is fraction of the beam’s initial power that penetrates to that depth.

  7. Comparing DSMs to TSMs Advantages Support semitransparent surfaces and volumetric primitives, such as smoke Support prefiltering, which allows faster shadow lookups and much smaller memory footprints than regular shadow maps of similar quality Support mip-mapping, which can dramatically reduce lookup costs when objects are viewed over a wide range of scales. Disadvantages Significantly more expensive to compute than a regular shadow map at the same pixel resolution Bias artifacts possible, due to constant z depths

  8. Results

  9. Results

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